[RELEASE] Aldéz's Portal Prefabs

Avatar
SaSuK3
23 Posts
Posted Apr 09, 2008
Replied 1 hour later
Ah ok Ald?z. I`m not have tiem to test all
Then... the elevators prefab go to up and down? OMG!
If you dont live far away I promise, I invite to beer jajaja.

Continue! And thanks for all.

PD: The dynamic stairs is a great idea. Maybe... a water poison, a glados... no that not jaja. I have hope in you. Regards

Advertisement
Registered users don't see ads! Register now!
Avatar
Ricotez
738 Posts
Posted Apr 09, 2008
Replied 37 minutes later
How about a Box Dropper?
...oh, already in there

How about a Portal Fizzler?
...oh, also already in there.

How about... hmm... a hallway arch?
...jeepers, also already in there!?

OMG, you've prefabbed about everything any self-respecting portal mapper should ever need! Thank you a hundred thousand times!

Avatar
youme
937 Posts
Posted Apr 09, 2008
Replied 6 minutes later
Question: why are the 'backs' of the brushes textured in the thumbnail pics? are they in the prefab pack too?

if so, be ashamed! what bad mapping practice! you should always nodraw any brush face that can't be seen by the player

Avatar
reepblue
894 Posts
Posted Apr 09, 2008
Replied 40 minutes later
What about a rotating portal gun? Did he miss that?
Avatar
msleeper
4,095 Posts
Member
Posted Apr 09, 2008
Replied 4 minutes later

youme wrote:
you should always nodraw any brush face that can't be seen by the player

Actually, any face that is completely covered by world brushes and/or faces the void is automatically culled and not rendered.

Avatar
youme
937 Posts
Posted Apr 09, 2008
Replied 1 minutes later
still, its bad practice
Avatar
Aldéz
221 Posts
Posted Apr 09, 2008
Replied 7 minutes later

youme wrote:
still, its bad practice

Can you explain why? I think it's easier to navigate through the map in Hammer when I can see what texture it is on the other side. On the other hand, I can see the benefits of having nodraw on the outside. But, IMO, the work needed to do that doesn't pay off enough.

reepblue wrote:
What about a rotating portal gun? Did he miss that?

Nope

Ricotez wrote:
How about a Box Dropper?
...oh, already in there

How about a Portal Fizzler?
...oh, also already in there.

How about... hmm... a hallway arch?
...jeepers, also already in there!?

OMG, you've prefabbed about everything any self-respecting portal mapper should ever need! Thank you a hundred thousand times!

lol

Avatar
reepblue
894 Posts
Posted Apr 09, 2008
Replied 13 minutes later

Ald?z wrote:
Can you explain why? I think it's easier to navigate through the map in Hammer when I can see what texture it is on the other side. On the other hand, I can see the benefits of having nodraw on the outside. But, IMO, the work needed to do that doesn't pay off enough.

If you put nodraw on places the player can't see, it will increase performance by making the map a lot smoother to run. It is very important to do so.

Avatar
msleeper
4,095 Posts
Member
Posted Apr 09, 2008
Replied 6 minutes later

reepblue wrote:
If you put nodraw on places the player can't see, it will increase performance by making the map a lot smoother to run. It is very important to do so.

This is the most bullshit explaination. You didn't tell him why, you just told him you should.

The REAL reason is because any face with the nodraw texture is not rendered by the engine, and therefore there are less things for the rendering engine to consider in any given PVS. The reason it's not necessary to do this on any face that is covered completely by world brushes and/or facing the void, is because vbsp automatically culls the face for you as if you had places nodraw on it.

Avatar
youme
937 Posts
Posted Apr 09, 2008
Replied 6 minutes later
yeh basically what msleeper said, if you rely too heavily on the features that remove those faces you will probablyend up missing one that wont be removed but needs to be a nodraw to prevent it rendering.
Avatar
Aldéz
221 Posts
Posted Apr 09, 2008
Replied 31 minutes later
Putting nodraw on surfaces outside the world has no impact on performance whatsoever, I know that. I would say that I never forget to apply nodraw on faces never seen by the player. And in Portal, they are very few, because the portals can bring you almost everywhere.

So any argument for having or not having nodraw on the previously mentioned faces are purely for editing purposes, not performace. Besides, the prefabs do have nodraw where they (theoretically) affect performance.

Avatar
youme
937 Posts
Posted Apr 09, 2008
Replied 2 minutes later

Ald?z wrote:
Besides, the prefabs do have nodraw where they (theoretically) affect performance.

fair doos, just making sure

Avatar
reepblue
894 Posts
Posted Apr 09, 2008
Replied 1 hour later

Quote:
This is the most bullshit explaination. You didn't tell him why, you just told him you should.

Heh, sorry. When I began mapping, my brother told me that. I showed him a map (pitiful one) and he said to put nodraw on everything that the player will not see. I ask him why and he said it will increase performance...

In fact, he did not map in years. But now I know the real deal. Thanks.

Avatar
SaSuK3
23 Posts
Posted Apr 10, 2008
Replied 15 hours later
Can you made a door usable? i cant do it and the observation room maybe got it... thanks
Avatar
Aldéz
221 Posts
Posted Apr 10, 2008
Replied 51 minutes later
Please be more specific. Which door? The static doors in the observation rooms? In that case, use prop_door_rotating entities.

I have no intention to add a prefab with this function. It would be too much if I made a prefab for every configuration. Make a door prefab yourself for the door when you figured out how to do it.

Avatar
SaSuK3
23 Posts
Posted Apr 10, 2008
Replied 3 hours later
Ok sorry. That is it... i make a door_rotating entity, but the door "model" is not the waited, can you give me the steps for the door construction? I?m really n00b know it. Regards ^^
Avatar
Aldéz
221 Posts
Posted Apr 10, 2008
Replied 4 hours later
This isn't really the thread to talk about how to make doors in general. Besides, I doubt many would bother to write a new tutorial because there should be plenty already. Use Google or search on some mapping site.
Avatar
rellikpd
1,053 Posts
Posted Apr 10, 2008
Replied 1 hour later

Ald?z wrote:
This isn't really the thread to talk about how to make doors in general. Besides, I doubt many would bother to write a new tutorial because there should be plenty already. Use Google or search on some mapping site.

yeah plenty of tutorials out there for everything. there are even links to them here.
http://forums.thinking.withportals.com/mapping-tips-and-useful-links-t468.html

Avatar
SaSuK3
23 Posts
Posted Apr 10, 2008
Replied 27 minutes later
ok sorry. and thanks for the tutorials.
Later try the elevator prefab. good job!
Advertisement
Registered users don't see ads! Register now!
Avatar
Interitus
145 Posts
Posted Apr 20, 2008
Replied 10 days later
I seem to be having problems with the ball catcher. I'm not seeing any errors in the compile log (Vbsp only), and nothing showing up ingame.

The effect is showing, but the model isnt. I shot a "high energy pellet" into about where it is, and it collided with something at an angle and went flying all over the place. Here's what it looks like ingame:

I gave it a trigger when the catcher is triggered to explode something, and it explodes on map spawn.